Texture2D  diffuseMap; 
SamplerState DiffuseSampler;
Texture2D  normalMap; 
SamplerState normalSampler;
struct PS_INPUT
{
    float4 Pos  : SV_POSITION;
	float2 TexCoord	: TEXCOORD0;
};
float4 main(PS_INPUT input) : SV_TARGET
{
	float4 color = diffuseMap.Sample(DiffuseSampler, input.TexCoord) + normalMap.Sample(normalSampler, input.TexCoord);
    return  color ;
}
